canadian journal of learning and technology / la … · canadian journal of learning and technology...
TRANSCRIPT
Canadian Journal of Learning and Technology / La revue canadienne de
l’apprentissage et de la technologie, V33(3) Fall / automne, 2007
Canadian Journal of Learning and Technology
Volume 33(3) Fall / automne 2007
Video-based multimedia designs: A research study testing
learning effectiveness
David Reiss
Author
David Reiss is an Assistant Professor of Video Production/Design at Towson UniversityElectronic Media and Film Department. Correspondence regarding this article can be sent to:[email protected]
Abstract
Abstract: This paper summarizes research conducted on three
computer-based video models’ effectiveness for learning
based on memory and comprehension. In this quantitative
study, a two-minute video presentation was created and
played back in three different types of media players, for a
sample of eighty-seven college freshman. The three players
evaluated include a standard QuickTime video/audio player, a
QuickTime player with embedded triggers that launched
HTML-based study guide pages, and a Macromedia
Flash-based video/audio player with a text field, with user
activated links to the study guides as well as other interactive
on-line resources. An assumption guiding this study was that
the enhanced designs presenting different types of related
information would reinforce the material and produce better
comprehension and retention. However, findings indicate that
the standard video player was the most effective overall,
which suggests that media designs able to control the focus
of a learner’s attention to one specific stream of information, a
single-stream focused approach, may be the most effective
way to present media-based content.
Résumé: Cet article résume une étude vérifiant l’efficacité de
l’apprentissage basé sur la mémorisation et la
compréhension, conduite à partir de trois modèles basés sur
la vidéo informatisée. Dans cette étude quantitative, une vidéo
de deux minutes a été créée et lue sur trois types de lecteurs
différents, pour un échantillon de 87 étudiants universitaires
de première année. Les trois lecteurs évalués comprenaient
un lecteur standard audio/vidéo Quicktime, un lecteur
Quicktime avec déclencheurs intégrés qui lançait un guide
d’étude en HTML, et un lecteur audio/vidéo Flash Macromedia
avec un champ texte, comprenant des liens activés par
l’usager vers des guides d’étude et d’autres ressources
interactives en ligne. Une supposition guidant cette étude était
que les designs enrichis présentant différents types
d’informations interreliées renforceraient le matériel et
produiraient une meilleure compréhension et une meilleure
rétention. Cependant, les résultats indiquent que le lecteur
vidéo standard était le plus efficace, ce qui suggère que les
designs de médias concentrant l’attention de l’apprenant sur
une source d’information spécifique seraient la meilleure
façon de présenter du contenu médiatisé.
Introduction
As different forms of media converge via newly developed
technologies, the development and use of multimedia designs
that incorporate video playback as a major component have
been adopted by educational multimedia creators. There is a
significant body of video-based research that suggests that
cognitive processing, both conscious and unconscious, is
largely bypassed during the act of screening video (largely
based on studies of television viewing). According to visual
theorist Fred Barry and others, video and audio playback tap
into the emotional part of the brain, and viewers become
emotionally, but not logically, involved with the medium
(Barry, 1997; Halloran, 1970) . Emotional versus logical
involvement may occur because as viewers watch television,
their brains move into a hypnotic alpha rhythm stage, much
like daydreaming, even after watching television for as little as
thirty seconds (Barry, 1997) . As viewers become relaxed, the
left side of their brain, which tends to process information and
is more analytical, becomes inactive, allowing the right side of
their brain to process information both uncritically and
emotionally (Dixon, 1981) . In such a state, viewers are
susceptible to emotional manipulation just when they are
forming ideas and attitudes about the viewed material and
content (Barry, 1997) . Krugman (1970) argues that while the
brain’s response to print is characterized by fast brain waves
and mental activity, the brain’s response to television can be
described as passive and is largely made up of slow brain
waves. What can be concluded from this information is that
viewers tend to become emotionally involved with television
and that images stream into the psyche bypassing the logical
part of the brain (Krugman, 1970) .
Much of the existing research on multimedia learning—which
may include the use of text, spoken word, video, audio,
animation, and graphics—appears to be performed only on a
few specific types of media designs, such as the combination
of the spoken word and animation. The author anticipated
some interesting and insightful results from a comparative
study of three different multimedia designs that shared the
same content, focused on video playback, and included the
latest innovations for video streaming such as embedded
triggers in streaming video.
Theoretical Perspective
The theoretical perspective for this study is found in Mayer’s
(2001) well-established cognitive theory of multimedia
learning. Mayer’s work is based on a learner-centered
approach, which begins with an understanding of how human
cognition works and focuses on the use of multimedia to
enhance human learning. Some of the key findings and
techniques leading to effective practice and models that relate
to the present study include:
• Spoken narration combined with an onscreen visual guide
that does not split the attention of the learner, but in fact can
enhance the experience in certain instances.
• Sudden onset of pictures and animation is more effective for
learning than static pictures alone, presumably by directing
the learner’s attention and focus to specific elements in the
visual display.
• The sudden onset of having visual elements appear
produces the same learning enhancements as an animated
presentation. Thus, the procedure of flashing appropriate
parts of the pictorial information as they are described in the
spoken narrative is as effective as a full animation. (Craig,
Gholson, & Driscoll, 2002)
Researchers have focused on how various design features
relate to human information processing, such as comparing
and testing designs that place a light load versus a heavy load
on a learner’s visual processing channel. Allan Pavio (1986), f
or example, developed a human cognitive theory termed “dual
coding”, in which he makes a case that the human brain is
divided into two cognitive subsystems, one for processing
nonverbal objects and information, and one for processing
language. The research done by both Mayer and Pavio provide
a theoretical base for the design of the present study in which
the same video content is presented using three different
models and tested for learning effectiveness.
Purpose of Study
Video and other media forms in multimedia environments can
be effective for learning, especially in designs aimed at a
constructivist notion of effective learning. Research has been
done using specific designs and components and comparing
multimedia to traditional learning approaches. More studies
that test specific variables and components of similar designs
that are conceived based on the same video/audio playback
component, but presented in different forms to teach the same
subject matter, are needed. The present study was designed
to help address this specific knowledge gap.
This type of research is important as different forms of
computer media, like streaming QuickTime video, now offers
designers the ability to quickly create multimedia
environments within these specific formats (by embedding
triggers in the video stream itself). This technology enables
the content creator, such as a video editor, to create a
multimedia playback environment, which is a fundamental
shift. Typically the process of post production where content
is created through video and audio editing has been limited to
a single screen, but these creators can now include other
media components such as pop-up windows in their work.
While designing the multimedia models for this study, the
author ensured that one model would utilize steaming
QuickTime video with embedded triggers that launched
pop-up study guide windows during the presentation.
A key goal in this study was to determine if increased
interactivity is more effective for learning (based on measures
of comprehension and retention) when compared to similar
models with less interactivity. Based on previous research
and media design theories, specific study questions emerged,
such as: (1) Is a video that bypasses the analytical part of the
brain, but connects to the emotional part, a better or worse
teaching tool?; (2) How much interactivity combined with that
same video is too much?; and, (3) How do different types of
media designs and components compare within the
framework of teaching a single subject?
The present study is based on the testing of specific variables
and components of different designs that attempt to teach the
same subject matter, which in this case is the non-traditional
content of “Dreams and Dream Interpretation.” Each model
shares the same video and audio clip, but uses different
presentation forms. It is hypothesized that testing three
different multimedia designs all based on the same content,
and specifically sharing the same video component, should
help to identify which specific media components enhance, or
detract from, the learning processes as measured by tests of
comprehension and retention of specific content.
Research Questions and Hypothesis
The central research questions for this study are: “How well
do each of the three multimedia designs perform as learning
tools?”, and “How do these three different designs compare
to each other when presenting the same content?” The goal is
to study the effectiveness of specific types of multimedia
elements and designs by testing subjects for both retention
and comprehension from the presentation. The researcher’s
first hypothesis is that the video model with a single screen of
video playback (Model B) would emerge as the most effective
overall. The researcher’s second hypothesis is that Model B,
that combined single screen video playback with the
embedded triggers in an enhanced version, would provide a
significant increase in retention and comprehension. This
second hypothesis is based on the assumption that the
learner’s connection with a traditional video segment is
largely emotional / affective, and would improve when
combined with the carefully placed pop-up study guides that
reinforce the material being presented.
Research Design
The research project used quantitative methods to evaluate
the three different multimedia models in a series of controlled
study sessions in a computer lab environment. In each
session, only one of the three models was presented to a
group of university undergraduate communication students.
These participants all shared similar academic achievement
scores, a high level of computer literacy, and a declared major
in communications, as well as belonging to the same
early-twenties age group. The controlled environment
included headphones for each student so as not to be
distracted by other participants, and teaching assistants who
guided each participant to their workstation and closely
monitored the lab (Figure 1).
Each model’s design and effectiveness was tested and
measured by a single common method based on a written
test, measuring each learner’s retention and understanding of
the material presented during a session of one of the three
models. This test was evaluated and refined during the
pre-study, and the final version had ten questions that
measured retention, and four of the questions also measured
comprehension of basic concepts presented in the material.
Each participant’s model was pre-selected based on the
study’s need to create sample groups of the same size for
each model.
Figure 1. Study session in computer lab
Model A. Traditional Linear Video
A 2-minute segment of video and audio was played back via a
QuickTime movie window on the computer screen. The
segment was an edited version of an interview with an expert
on the subject of dreams and dream interpretation. It included
an on-camera interview, audio by the interviewee, and a series
of related graphic slides that broke up the segment and
reinforced the concepts discussed. The viewers had the ability
to control playback functions via the standard QuickTime
player controls, such as start, pause, rewind, and play similar
to a VCR (Figure 2).
The multimedia learning issue raised by Model A is how
effective traditional linear video is for learning and
comprehension when compared to more enhanced media
forms (Models B and C). As previously stated, it is widely
believed that through the act of experiencing a video playback
similar to a television, the cognitive processing that takes
place can be very powerful, since it tends to be more of an
emotional experience rather than an analytical one. Television
has a perceived credibility that helps the viewer to believe in
the content being viewed.
Figure 2. Traditional Linear Video Stream Model A: The
QuickTime movie was played back in the viewer on the
desktop sized to 320 X 240 pixels. The video screen could
enlarge to twice its normal size before suffering from pixilated
video.
Model B. Directed Linear Video
Model B used the same video segment as the first model; a
QuickTime movie was played back in the same format and
used the same player. However, Model B included the major
enhancement of embedded triggers in the video stream. These
carefully placed triggers opened two separate static study
guide windows at specifically timed points during the video
stream, and included Java script coded window consoles for
the location of the pop up windows on the screen. These
windows were carefully designed enhancements that
incorporated text and graphics relating to the content in the
video (Figure 3).
The multimedia learning issue raised by this model is whether
the enhancement of triggered timed events in a traditional
video playback environment is more effective overall (first
hypothesis). Since the viewer was forced to use both the
analytical and emotional parts of the brain, do the triggered
study guides increase learning and retention by enhancing the
powerful emotional experience of viewing video? The second
hypothesis is that the specific combination in Model B would
provide for increased retention and comprehension (over the
other two models).
Figure 3.
Directed Linear Video Model B: The QuickTime movie was
played back in the browser window. This screen shows the
two triggered browser content pages to the right .
Model C. Non-Linear User-Controlled Video
Model C used the same video and audio segment as its
content, but was played back in a custom viewer created with
Macromedia’s Flash MX software. The actual video playback
window is similar to the QuickTime players used in Models 1
and 2, but added a text field under the video screen that ran in
sync with the video (similar to closed-captioning on a
television set). Links placed on the side of the video player
allowed viewers to access the same study guide windows as
in the second model, as well as related web pages that
included interactive dream dictionaries (Figure 4).
The multimedia learning issue raised by this more
user-controlled model was whether or not the textual
enhancements impact learning and retention. Many theorists,
including Mayer (2001) and Craig et al. (2002), believe that
when content is presented in a range of media forms, and
when the users can control their experiences, a deeper level
of learning can occur. In contrast, the author anticipated that
this model would be the least effective, and believed that the
user experience would become unfocused based on two
factors. First, the viewers would not connect emotionally to
the content, and second, their focus and attention would be
fragmented by the video, audio, and text all being presented
simultaneously.
Figure 4. Non-Linear User-Controlled Video Model C: This
screen shows several of the additional browser windows
open. The user had the ability to open and place the linked
browser windows in any configuration they chose .
Participants
The study was performed at a competitive private university in
the mid-Atlantic region of the United States. The pool of
participants was made up of freshmen and sophomore
students currently enrolled as Communications majors at the
university. This group shared similar levels of education and
scholastic aptitude test scores from 1180 to 1350. Each model
was tested with a sample group of 20 to 25 students, randomly
selected from a total pool of 87 students, in order to further
ensure comparability. The controlled environment included
headphones preset at stations for each student to use for
audio playback (see Figure 1). Each participant tested one
model only, either A, B or C, and once a participant had
completed his or her respective model, he or she was not
allowed to test another model.
Data Collection
Participants filled out a brief survey before they were tested
about their respective model. This information allowed the
collection of relevant data on each subject, and included
questions regarding each participant’s computer experience,
learning style, television viewing habits, and other related
issues regarding the study. This survey data was used to
refine the analysis of the study findings presented in another
study, which compared different categories such as gender,
computer experience, self-proclaimed learning styles, and
television viewing habits. The final survey question asked if
the participant had any previous experience with the content
being presented. If this final question was answered yes, the
data from that individual was excluded from the study (see
Appendix A for complete survey).
Once the participants were properly set up at their respective
viewing stations, they viewed their pre-selected model. They
then took the written test during which they could not gain
access to any of the information from the presentation. The
test was the primary data-gathering tool for the model’s
effectiveness (see Appendix B for written test).
In November 2004 a series of test sessions were conducted to
work out various logistics of running the study, evaluate and
refine the written test as well as data collection practices, and
create a standard set of procedures and guidelines. Then in
February 2005, six separate study sessions were facilitated,
gathering data from a total of 87 participants spread evenly
over the three models. From the data collected, a database
was created that included each participant’s survey
information, and their accompanying test scores. From that
database, a series of 17 spreadsheets of the participants’
self-proclaimed learning style categories, coupled with the
test scores calculated by percentage of correct answers with a
margin of error .05%, was created. It is from that data and
spreadsheet series that the following study findings and
charts have been created. The few participants that had
technical problems, or did not fit into the study demographic
sample, were not included in the study findings.
Findings
Model A represents the Linear Video Model, based on the
video and audio playback of the 2-minute segment on dreams.
Model B is the Directed Linear Model, with the same dreams
video and audio segment played back on the computer, but
also includes a series of embedded triggers in the video
stream that open study guide pages at specific times during
the playback. Model C is the Non-Linear User Controlled Video
Model, where the video and audio is played back in a model
that includes a text field, and a series of links are provided to
various interactive websites and study guides. The (n =87)
refers to the total number of participants whose data was
collected in the study.
Figure 5 shows the overall scores for each computer-based
video model, with Q1 through Q10 denoting the ten questions
used to determine each model’s effectiveness. In seven of the
ten study questions, Model A either tied or surpassed the
scores of the other two models overall. The exceptions to this
trend were Model B in question 5, with a slight lead over the
other models, and Model B in question 9 with a significant
lead over the other models. It is also interesting to note at this
point, the interactive multimedia Model C lagged behind in
eight out of the ten questions.
Figure 5. Models A, B and C overall scores
After reviewing the study’s overall data, the findings indicate
that author’s hypothesis #1, which stated model A would be
more effective than model C, was indeed supported by the
study’s findings (t-statistic = 2.498, p-val = 0.0154) . But the
author’s hypothesis #2, which stated that the additional
pop-up study guides would increase the effectiveness of
Model B, was not supported by the study findings (t-statistic =
0.0872, p-val = 0.9308) .
It becomes clear in this study that the model solely based on
traditional video playback, Model A, appears to be at least as
effective as Model B and more effective than C. So in the end
the simple act of experiencing content presented on a single
screen provided the best results for retention and
comprehension, while the other components added to that
single screen model lessens the effectiveness with few
exceptions. Important to note here is that retention is more
widely measured from the written test, while questions
measuring comprehension was limited. The more
sophisticated Models B and C, in almost every case, are seen
to be not only less effective, but also appear to be linked with
decreased retention and comprehension, apparently by
overloading or distracting the viewer.
An analysis of the data across several demographic
dimensions did not yield statistically significant differences
(p=0.05). The data were separated according to gender and
self-reported preferred learning styles, with no significant
differences were found [3].
Overall, the lack of improvement in both Models B and C could
be linked to Pavio’s dual coding cognitive theory, where the
additional features of these models apparently overloaded one
of the two types of brain processing, in this case the ability to
process language, as most of the extra information provided
is text-based (Pavio, 1986) . Similar results have occurred in
other studies, as researchers at the Educational Technology
Expertise Centre at the Open University of the Netherlands
conducted a multimedia instructional study and found
replacing visual text with spoken text resulted in lower
retention scores (Tabbers, Martens & Merrienboer, 2004).
At the same time, this initial data seems to conflict with parts
of Mayer’s research, specifically with his findings that the
sudden “onset” of pictures and animation (such as “pop-up”
windows) prove to be more effective for learning and
produces the same learning enhancements as an animated
presentation.
Figure 6. Models A, B and C overall scores compared
Looking further at how each model scored overall, it is
apparent in Figure 6 that Model A scores higher for questions
1, 2, 3, 7, 8 and 10. Model B comes in as the second most
effective with higher scores for question 5 and 9. All three
models tie on questions 4 and 6. This data implies that Model
A may be the most effective overall, with Models B and C both
coming in a close second, producing similar results for all but
question 9.
It is interesting to note that all three models follow a similar
pattern until question 9, when both Models A and C decrease
in scores, while Model B scores rise significantly. Question 9
is based on the retention of certain objects presented in the
video. In this instance Model B’s triggered study guides that
appeared in sync with the video playback indicate a dramatic
increase in retaining content from memory. Since this study
guide uses text combined with images, perhaps the
non-verbal cognitive processing channel, as discussed in
Pavio’s dual coding theory, helps the learner to retain this
information.
These initial findings lead to more questions than definitive
answers. Why does the simple video Model A appear to be
successful overall? One reason might be that given the
content and amount of information presented, Model A’s
simple linear design is more directly related to the ten
assessment questions, while the enhanced designs of Models
B and C, which present additional forms of information, fail to
increase the retention and comprehension of the shared
content presented in the video, resulting in lower scores
overall.
The makeup of the study’s sample population should be taken
into consideration, as the demographic makeup of the
participants may skew the data in different ways. The majority
of the study subjects were women at 61%, versus the men at
39%. This leads the author to question whether more male
subjects in the study might affect the results for each model.
Age may also have been a factor in these results. It would be
interesting to run the same study and designs with younger
participants. Perhaps younger students are more adept at
multitasking on a computer with several windows and
applications open at once, and hence the more complicated
models might prove to be more effective with this group. Or
perhaps younger students are not so adept at multitasking,
but actually are “skimming”—letting their attention and focus
bounce from multiple tasks. Further research may yield some
answers about age-related use patterns.
Another factor that may have impacted this study’s findings is
the environment in which the sessions took place. The open
lab with two rows of workstations may have a negative impact
on any of these models. Does a lab environment create a
certain level of distraction, or, possibly, discomfort? A future
study might probe what would happen if the participants
tested their respective model on their home computer.
Conclusion
For most of the questions based on memory and/or
comprehension of this specific content, this study found that
a standard video segment in a single screen, with spoken
word, audio and graphics slides (Model A) appears to be the
most effective overall, which supports hypothesis #1
predicting that the video model with a single screen of video
playback would be most effective overall. While the results of
Model B produced a significant boost in retention and
comprehension in one of the ten questions, it still was not
effective enough to support or disprove the author’s
hypothesis #2, which theorized that the embedded triggers in
the enhanced model would provide a significant boost in
retention and comprehension. Model B’s results were
surprising and differ from the conclusions of previous
research of both Mayer (2001) and Pavio (1986)
This study’s findings suggest that a media design that is able
to control the focus of a learner’s attention to one specific
stream of information, a single-stream focused approach, may
be the most effective way to present media-based content
about dreams. It is worth noting that given the limited scope
and parameters of this study, more research is needed in
order to better understand the present findings on a single
stream focused approach to learning.
One possible modification to the present study is an
enhanced single-stream focused approach with the use of
embedded triggered windows in a single window of
information that compliments the content. This modified
single-stream focused design reinforces Mayer’s (2001) theory
that spoken narration combined with an on-screen visual
guide does not split the attention of the learner, but in fact can
enhance the experience in certain instances. It may be
interesting to change both the frequency and nature of the
triggered pop-up study guides in future studies. Among the
study guide design changes could be the presentation of
visuals only, rather than text and visual combinations that
were used in this study, as well as increasing the frequency of
the guides by incorporating more triggers in future models.
An interesting and useful variation of this study could also
include the addition of an audio-only segment model, which
may indicate how much of the content is absorbed,
understood, and retained from simply listening to the spoken
word / audio. Another useful design change could be to
recreate the same model designs but with different content,
such as a history or science segment. Also the study
demographic pool is a variable that could easily be changed.
Conducting the same study with younger students, and/or
older participants, could show trends of how various aspects
of the three models perform with sample groups outside this
study's limited demographic pool.
Model C scored the lowest overall, and was also the most
complex. The design was based on the same video segment,
including a text window in sync with the spoken voice, and
provided interactive links to study guides as well as other
interactive components. This model’s apparent
ineffectiveness is likely due to an overload of the learner’s
cognitive processing abilities, presumably overwhelming the
learner’s visual processing channel. Model C’s reduced
scores for memory and comprehension may be caused by the
distraction of the participant’s focus due to the model’s
design. The idea that our mind’s processing channels can be
overloaded and lose much of their functionality is not new.
Much research has been done on cognitive load theory, based
on the assumption that the mind’s working memory has
limitations. Consequently, results as seen in Model C would
be typical (Mayer & Anderson, 1991) .
One conclusion drawn from this study is that a well-produced
video segment can be a powerful learning tool that provides
users with a rich and rewarding experience when incorporated
in the right multimedia design. As new technology influences
educational multimedia designs, what will remain important is
the ability to control the learner’s or end-user’s focus. When
watching a video, either on a television or computer, audience
reaction is directly linked to how people are engaged during
the event. A successful multimedia model using video as the
primary design component is one that creates an environment
that connects the content with the viewer on an emotional
level, includes related information woven into the experience
in a visual way, and is careful not to overload the viewer with
too much information.
References
Barry, A. M. S. (1997). Visual intelligence: Perception, image
and manipulation in visual communication. Albany: State
University of New York Press. Craig, S., Gholson, B., &
Driscoll, D. (2002). Animated pedagogical agents in
multimedia educational environments: Effects of agent
properties, pictures features, and redundancy. Journal of
Educational Psychology, 94(2), 428-434. Dixon, N. (1981).
Preconscious processing. New York: John Wiley & Sons.
Halloran, J. D. (1970). The effects of television. London:
Panther Books. Krugman, H. (1970). Electroencephalographic
aspects of low involvement: Implications for the McLuhan
hypothesis. Cambridge, MA: Marketing Science Institute.
Mayer, R. E., & Anderson, R. B. (1991). Animations need
narrations: An experimental test of a dual coding hypothesis.
Journal of Educational Psychology, 83(4), 484-490. Mayer, R.
E. (2001). Multi-media learning. Cambridge: Cambridge
University Press Pavio, A. (1986). Mental representations: A
dual coding approach. Oxford, England: Oxford University
Press. Tabbers, H., Martens, R., & Merrienboer, J. (2004).
Multimedia instructions and cognitive load theory: Effects of
modality and cueing. British Journal of Educational
Psychology, 2004(74), 428-434.
Glossary
Multimedia : A content presentation form that augments
written text with the spoken word, other audio sources,
animation, pictures, and video, all of which utilizes different
levels of interactivity.
Metatrack: The track in a computer video stream that
incorporates triggered events.
Metadata: The computer software component that creates a
triggered event.
Embedded Triggers: The ability to have events placed into a
stream of video, such as the launching of a browser, opening
a website, opening a graphic, etc.
Linear: A traditional segment of video that has a set starting
point, plays back in real-time, and then ends.
Enhanced Linear: A traditional linear segment of video that
includes triggered events in the video steam.
Non-Linear: A model based on the ability of a user to choose
various media components, and hence create a unique
individual experience, which may take on aspects of a
traditional linear fashion, but incorporates user control
features so the experience will most likely not follow a clear
linear path.
Note: The Flash-based computer video model C used in this
study is available for free via the links page on his web site
[www.davidreiss.com]. The site also contains media samples
and other related work.
Appendix A: Survey
DREAMS Computer Video Study
Participant Name:
Age (circle one) - M / F
Major
(circle one) - Freshman Sophomore Junior Senior
Workstation: Date:
Model: (circle one) - A B C
SURVEY QUESTIONS:
Computer Experience & Knowledge: (circle one for each type)
Windows: none limited comfortable proficient
Apple/MAC: none limited comfortable proficient
Learning Style/Preferences:
• What type of information do you learn best from? (please
circle ALL that apply):
• Reading
• Writing
• Visual
• Lectures
• Class Discussions
• Hands-on workshops
• Traditional TV programs such as documentaries
• Computer-based video & audio
• Animations
• Static Visual & Graphic presentations like PowerPoint
Presentations
• Interactive Computer-based multi-media
• Other
Television Viewing for Entertainment per WEEK (circle one)
0-5hrs 5-10hrs 10-15hrs 15-20hrs Over 20 hrs
Television Viewing for Learning per WEEK (circle one)
0-5hrs 5-10hrs 10-15hrs 15-20hrs Over 20 hrs
Personal Experience with the study or practice of Dream
Interpretation (circle one)
none novice amateur professional
Appendix B: Written Test
PLEASE ANSWER THE FOLLOWING QUESTIONS FROM
MEMORY
1. What part of our mind is working when we dream? (Circle
One)
a. Conscious b. Superconscious c. Unconscious d.
Subconscious
2. What is the basic ingredient of dreams? (Circle One)
a. Desires b. Day’s Events c. Past Events d. Imagination
3. How can dreams give you insight or helpful information?
(Circle all that apply)
• Looking at the characters in your dream and relating back to
your life.
• Looking at the theme of your dream and relating back to
your life.
• Asking a question before you go to sleep.
• Discussing what you want to dream about with a friend.
• 4. What is the language of the brain? (Circle One)
• a. Movies b. Words c. Symbols d. Sound
5. How is contrast used when discussing dreams? (Circle all
that apply)
• Compare similar things.
• Compare different things.
• Arrange things to show similarities.
• Arrange things to show differences.
6. How is the term “correlate” used when discussing dreams
in this video? (Circle one)
• To gather and compare unrelated things.
• To gather and compare related things.
• To gather and compare different things.
• To gather and compare similar things.
7. What does our mind try to do when dreaming? (Circle all
that apply)
• Escape our day’s events.
• Make sense of our day’s events.
• Attempt to predict the future.
• Relive past experiences.
• Re-experience that day’s events.
8. When you program your dreams what helpful things can
they do for you? (Circle all that apply)
• They can help you find a job.
• They can you learn new things.
• They can help solve a problem.
• They can help you answer questions you have in your life.
9. Identify some of the specific symbols presented in the video
portion only. (Circle all that apply)
• Grass
• Jewellery
• Clothing
• Tools
• Water
• Animal
• Camera
• Human Body
• Telephone
10. If you can’t remember the specifics of a dream, what else
can give you useful information? (Circle all that apply)
• Nothing
• Location
• Plot
• Theme
• Colours